his majesty

Majestically he rides though the forest on his trusty steed! Sculpted in Zbrush, re-topologized with Maya, textured with a mixture of softwares such as Substance painter for the PBR materials and Mari for the skin. Like many artists photoshop also played a big yet not specific part (Jack of all software?).

Emanuel

With the above project I thought it best to share it using the Sketchfab 3D viewer to allow for better observation although risky, there are some areas of clipping and some parts which show a great need for improvement and retouching. Like many artists I love to start new projects however I will continue to update this to fix some of the areas that I am not pleased with.

Texture maps

Saddle Maps

Skin Maps

Amour Maps

Horse Maps

Clothes Maps

Above is a slideshow of the textures that I produced.

Thought process

The owl here is heavily inspired by Maxim Shkret, originally I was going to base it purely on his style but I just looked lacking and that' when I decided to change it and add some organic shapes which still keeping his sharp hard edges, the fur is also inspired by yet another artist, Fabricio Torres who did an amazing work of his 3D model 'Gorilla Burst'. I think I found an aesthetically pleasing balance between the two.

So when making the horse I was in a rush and I just wanted to get it done, I didn't give myself enough time during the ZSphere stage to get them as accurate as I could so when I finally started sculpting I wasted a lot of time going back and forth and readjusting to that I could get the measurements just right. Note to self, be patient.

Horse ears made possible by polygroups. I talk about them all the time and for good reason, I wish there was something similar in other software that's just how good they are.

This is poly painted armour is just highlighting the various polygroups which I eventually used as my Colour map for separating textures in substance painter.

I also wanted to share my workflow although it may not be as detailed or indepth an explanation I hope this gives a good idea of how I worked in this project.